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mbstoner
01/30/2010, 23:02
Anyone ever used it? My group doesn't usually use event dials, but I was thinking of using this one for a scenario and am a little confused about one part of it.

(Lime) Death of Namor - Remove a friendly character from the battlefield. All friendly characters with a point value less than that character's modify their damage by +1 while this ability appears.

The above appears on 4 clix of the dial. Does this mean that each round it appears you would remove another character or do you just remove one the first time and ignore it the other four times? If you remove a character each round do they all come back when Return of Namor (see below) appears on the last click? Or do you just pick one removed character?

(Light Blue) The Return of Namor - On your turn, put the friendly character removed from the battlefield in Death of Namor in any unoccupied square fully healed; you can give the character an action as a free action.

Maraud
01/30/2010, 23:06
Anyone ever used it? My group doesn't usually use event dials, but I was thinking of using this one for a scenario and am a little confused about one part of it.

(Lime) Death of Namor - Remove a friendly character from the battlefield. All friendly characters with a point value less than that character's modify their damage by +1 while this ability appears.

The above appears on 4 clix of the dial. Does this mean that each round it appears you would remove another character or do you just remove one the first time and ignore it the other four times? If you remove a character each round do they all come back when Return of Namor (see below) appears on the last click? Or do you just pick one removed character?

(Light Blue) The Return of Namor - On your turn, put the friendly character removed from the battlefield in Death of Namor in any unoccupied square fully healed; you can give the character an action as a free action.

the way that we did it was when it appeared is when you remove the character and it stays there so as long as it is there you still get the +1 damage.

PONX
01/30/2010, 23:09
Anyone ever used it? My group doesn't usually use event dials, but I was thinking of using this one for a scenario and am a little confused about one part of it.

(Lime) Death of Namor - Remove a friendly character from the battlefield. All friendly characters with a point value less than that character's modify their damage by +1 while this ability appears.

The above appears on 4 clix of the dial. Does this mean that each round it appears you would remove another character or do you just remove one the first time and ignore it the other four times? If you remove a character each round do they all come back when Return of Namor (see below) appears on the last click? Or do you just pick one removed character?

(Light Blue) The Return of Namor - On your turn, put the friendly character removed from the battlefield in Death of Namor in any unoccupied square fully healed; you can give the character an action as a free action.

What I have bolded is what I would use to answer this question.
the 1st part's wording tells me that I can give +1 to my character/s while the color is showing.

The 2nd part would confirm that I was to remove just the one character.

hope this help :)

mbstoner
01/30/2010, 23:10
the way that we did it was when it appeared is when you remove the character and it stays there so as long as it is there you still get the +1 damage.

Ah, that makes sense. I was stuck on the "remove a character" part and forgot about the +1 damage part. Thanks, that's how I'll play it.

...and as PONX just pointed out it actually says "while this ability appears".

Harpua
01/30/2010, 23:15
Anyone ever used it? My group doesn't usually use event dials, but I was thinking of using this one for a scenario and am a little confused about one part of it.

(Lime) Death of Namor - Remove a friendly character from the battlefield. All friendly characters with a point value less than that character's modify their damage by +1 while this ability appears.

The above appears on 4 clix of the dial. Does this mean that each round it appears you would remove another character or do you just remove one the first time and ignore it the other four times? If you remove a character each round do they all come back when Return of Namor (see below) appears on the last click? Or do you just pick one removed character?

(Light Blue) The Return of Namor - On your turn, put the friendly character removed from the battlefield in Death of Namor in any unoccupied square fully healed; you can give the character an action as a free action.

I doubt that you'll ever get an official ruling from Wizkids on event dials, so play them as you feel best or ask the judge running the event.

I'm running this one next week and will be having it be just one removal.


Event dials are...odd.

For example, the Infinity Gauntlet has you roll 2d6 and do something on a result of 1.

I can get an insanely high damage value using Warrior Madness. (Green Scar, for example, could have a damage value of 22.)

Maraud
01/30/2010, 23:15
now the other question you need to ask yourself b4 you start is
WAR ZONE: NEW YORK: Treat all clear terrain as water terrain. Characters that possess the {dolphin} or {dolphin transporter} speed symbol modify their attack and speed values by +2.

is clear elevated terrain now water terrain? We ruled no

also if i remove a character that has SS from the game does he take the object with him and return with it? we ruled yes

BECOMING SERPENT MEN: All characters can use Blades/Claws/Fangs and Toughness.

does Toughness stack with Toughness? we said yes
with other damage reducers? we said yes

the reason being on the above part was when i asked about nico and compelling her to gain Imperv and Invul it was said that it would stack.
With the toughness part we viewed it as posses Vs. Use in regards to outwit.

PONX
01/30/2010, 23:22
now the other question you need to ask yourself b4 you start is
WAR ZONE: NEW YORK: Treat all clear terrain as water terrain. Characters that possess the {dolphin} or {dolphin transporter} speed symbol modify their attack and speed values by +2.

is clear elevated terrain now water terrain? We ruled no

also if i remove a character that has SS from the game does he take the object with him and return with it? we ruled yes

BECOMING SERPENT MEN: All characters can use Blades/Claws/Fangs and Toughness.

does Toughness stack with Toughness? we said yes
with other damage reducers? we said yes

the reason being on the above part was when i asked about nico and compelling her to gain Imperv and Invul it was said that it would stack.
With the toughness part we viewed it as posses Vs. Use in regards to outwit.

Now this is heroclix FUN to the 10th power! Feeling all warm inside REP to you and your kind sir!

mbstoner
01/30/2010, 23:27
now the other question you need to ask yourself b4 you start is
WAR ZONE: NEW YORK: Treat all clear terrain as water terrain. Characters that possess the {dolphin} or {dolphin transporter} speed symbol modify their attack and speed values by +2.

is clear elevated terrain now water terrain? We ruled no

Agreed. I would pretty much treat that like Atlantis Rising with the added bonus of +2 attack and speed for :m-dolphin: and :m-dolphin-trans:

also if i remove a character that has SS from the game does he take the object with him and return with it? we ruled yes

BECOMING SERPENT MEN: All characters can use Blades/Claws/Fangs and Toughness.

does Toughness stack with Toughness? we said yes
with other damage reducers? we said yes

the reason being on the above part was when i asked about nico and compelling her to gain Imperv and Invul it was said that it would stack.
With the toughness part we viewed it as posses Vs. Use in regards to outwit.

I would agree with this too. Thanks for bringing up other potential issues before hand.

mbstoner
01/30/2010, 23:50
I doubt that you'll ever get an official ruling from Wizkids on event dials, so play them as you feel best or ask the judge running the event.

I'm running this one next week and will be having it be just one removal.


Event dials are...odd.

For example, the Infinity Gauntlet has you roll 2d6 and do something on a result of 1.

I can get an insanely high damage value using Warrior Madness. (Green Scar, for example, could have a damage value of 22.)

Warrior Madness looks pretty cool also and I'll probably be using it sometime in the next few weeks too. I am curious about how to get Green Scar to a 22 damage though. Best guess would be using "Power Gem Gone Astray" on his flurry clicks, perplex an insane Green Scar +3 on my turn, roll a 6 when I use him on my opponents turn and roll two crit hits in a row. This comes out to: 4 (base damage)+3 (rolled 6, halved for damage)+3 perplex +1 (crit hit) x2 = 22 potential damage dealt. Is this right or am I missing something simpler?

bluesummers
01/31/2010, 05:45
the reason being on the above part was when i asked about nico and compelling her to gain Imperv and Invul it was said that it would stack.
With the toughness part we viewed it as posses Vs. Use in regards to outwit.

Wow, that's an interesting ruling. Never would have seen it coming...

ShadowMark
01/31/2010, 22:07
I actually LOVE the event dials!!!
They are a good addition to the game (seeing as how all playing have to agree to use them) because they add scenarios and rules that-like Harpua pointed out- are "...odd".
It's good to know that NECA/WK may never "officially" rule on these,. because I think they are a house rule to the Nth degree and just cluster up tournaments.

I've only played a couple of the dials from the older sets and thought the dimension they brought was great (especially "Dial H for Hero")

ShadowMark
01/31/2010, 22:52
Warrior Madness looks pretty cool also and I'll probably be using it sometime in the next few weeks too. I am curious about how to get Green Scar to a 22 damage though. Best guess would be using "Power Gem Gone Astray" on his flurry clicks, perplex an insane Green Scar +3 on my turn, roll a 6 when I use him on my opponents turn and roll two crit hits in a row. This comes out to: 4 (base damage)+3 (rolled 6, halved for damage)+3 perplex +1 (crit hit) x2 = 22 potential damage dealt. Is this right or am I missing something simpler?

POWER GEM GONE ASTRAY: Before a player gives an action to your "Insane" character, that player rolls a d6. That player can replace any one of that character's combat values with a value equal to it's unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

If I am reading this right, there is an easier way:
You would replace Green Scar's damage value with his Defense Value (replacement, Rule of 3 doesn't apply-DV=18) roll a 6 (half that) and then roll a critical hit. 18(replaced damage value)+3 (die roll of 6 halved) then + 1 for the crit hit.
Am I right?

Also, he does have Super Strength, could I then add 3 more damage if I have an object, making it 25 total?

flatmatt
02/01/2010, 01:07
POWER GEM GONE ASTRAY: Before a player gives an action to your "Insane" character, that player rolls a d6. That player can replace any one of that character's combat values with a value equal to it's unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

If I am reading this right, there is an easier way:
You would replace Green Scar's damage value with his Defense Value (replacement, Rule of 3 doesn't apply-DV=18) roll a 6 (half that) and then roll a critical hit. 18(replaced damage value)+3 (die roll of 6 halved) then + 1 for the crit hit.
Am I right?

Also, he does have Super Strength, could I then add 3 more damage if I have an object, making it 25 total?
You're reading it wrong.

That player can replace any one of that character's combat values with a value equal to its unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

The "unmodified value" in question is the value being replaced.

ShadowMark
02/01/2010, 01:32
You're reading it wrong.

That player can replace any one of that character's combat values with a value equal to its unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

The "unmodified value" in question is the value being replaced.

Ok, so you replace one value with its unmodified value....?

Now I am confused and curious to know how to get to a 22 damage

jak7890
02/01/2010, 02:36
BECOMING SERPENT MEN: All characters can use Blades/Claws/Fangs and Toughness.

does Toughness stack with Toughness? we said yes
with other damage reducers? we said yes

the reason being on the above part was when i asked about nico and compelling her to gain Imperv and Invul it was said that it would stack.
With the toughness part we viewed it as posses Vs. Use in regards to outwit.

I disagree with this. The reason that Impervious plus Invulnerable work is because they are two different powers that trigger at once.

In the case of your example, toughness is still toughness, so when a character is hit by an attack they can use toughness, even if they couldn't before. If they could use toughness before, well, they can still use toughness, but it doesn't say that they can use it twice.

Now, still with your example, if they had invulnerability and they were dealt damage, then they could use toughness to reduce by 1 and then use invulnerability to reduce by 2 because they are two different powers.

Ok, so you replace one value with its unmodified value....?

Now I am confused and curious to know how to get to a 22 damage

That player can replace any one of that character's combat values with a value equal to its unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

imaleximsweet
02/01/2010, 03:32
I disagree with this. The reason that Impervious plus Invulnerable work is because they are two different powers that trigger at once.

In the case of your example, toughness is still toughness, so when a character is hit by an attack they can use toughness, even if they couldn't before. If they could use toughness before, well, they can still use toughness, but it doesn't say that they can use it twice.



they have "toughness" on their dial, and then "toughness as granted by the event dial"

the same power? they are not. they do the same (in essence) but one is on the dial, one is on the event dial.

its like having redundant special powers (incap on two different stat slots)

jak7890
02/01/2010, 04:32
they have "toughness" on their dial, and then "toughness as granted by the event dial"

the same power? they are not. they do the same (in essence) but one is on the dial, one is on the event dial.

its like having redundant special powers (incap on two different stat slots)

The bolded part is the distinction that I see. In general, most powers or uses of powers that come from some place external to the individual character are accompanied by the, "if it cannot already," clause (See Starstruck Admirer, In Contact With Oracle, Superman Enemies, Legendary Day, etc.) but you'd be correct in asserting that this clause is not present on the Event Dial.

Eh, maybe it does work, who knows.

In general, most event dials have seemed a bit sloppy to me, and like Harpua said, Wizkids doesn't really address them for the most part.

Harpua
02/01/2010, 07:07
Warrior Madness looks pretty cool also and I'll probably be using it sometime in the next few weeks too. I am curious about how to get Green Scar to a 22 damage though. Best guess would be using "Power Gem Gone Astray" on his flurry clicks, perplex an insane Green Scar +3 on my turn, roll a 6 when I use him on my opponents turn and roll two crit hits in a row. This comes out to: 4 (base damage)+3 (rolled 6, halved for damage)+3 perplex +1 (crit hit) x2 = 22 potential damage dealt. Is this right or am I missing something simpler?
It isn't anything simpler.

Also, I mean that he will have a damage VALUE of 22.

You're reading it wrong.

That player can replace any one of that character's combat values with a value equal to its unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

The "unmodified value" in question is the value being replaced.
The thing to remember is that a replacement value IS the unmodified value.
For example, look at Defenders. If I replace Major Victory's 7 defense with Valkyrie's 18 defense, Major Victory's unmodified defense is now 18. That is why he is able to pass it on to someone else and why he can use other effects to modify it to to a 21.


Green Scar has Flurry and 4 damage.

I play flatmatt. His insane guy is Green Scar.
Before flatmatt's turn, I give Green Scar his close combat action for Flurry.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 7 (unmodified 4 + 3).
7 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his first free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 10 (unmodified 7 + 3).
10 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his second free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 13 (unmodified 10 + 3).
13 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
On my turn, I give Green Scar another close combat action for another Flurry.
I now roll a d6 again, scoring another 6.
I now replace the damage with 16 (unmodified 13 + 3).
I give Green Scar his first free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 19 (unmodified 16 + 3).
19 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his second free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 22 (unmodified 19 + 3).
22 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I roll a 12 for the critical hit and deal 23 damage.


they have "toughness" on their dial, and then "toughness as granted by the event dial"

the same power? they are not. they do the same (in essence) but one is on the dial, one is on the event dial.

its like having redundant special powers (incap on two different stat slots)

The bolded part is the distinction that I see. In general, most powers or uses of powers that come from some place external to the individual character are accompanied by the, "if it cannot already," clause (See Starstruck Admirer, In Contact With Oracle, Superman Enemies, Legendary Day, etc.) but you'd be correct in asserting that this clause is not present on the Event Dial.

Eh, maybe it does work, who knows.

In general, most event dials have seemed a bit sloppy to me, and like Harpua said, Wizkids doesn't really address them for the most part.

For the Toughness stacking, this would be no different than stacking other powers of the same type.
A figure can have one Outwit from ICwO and another from a special power, for example.
I see no reason why Toughness would work differently.

flatmatt
02/02/2010, 00:37
The thing to remember is that a replacement value IS the unmodified value.
Yep. I was responding to a post that proposed Green Scar replace his damage value with his defense value plus half the die roll. (Though I skimmed over the "before an action" part of that particular event that lets this happen.)

ShadowMark
02/02/2010, 01:22
Green Scar has Flurry and 4 damage.

I play flatmatt. His insane guy is Green Scar.
Before flatmatt's turn, I give Green Scar his close combat action for Flurry.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 7 (unmodified 4 + 3).
7 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his first free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 10 (unmodified 7 + 3).
10 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his second free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 13 (unmodified 10 + 3).
13 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
On my turn, I give Green Scar another close combat action for another Flurry.
I now roll a d6 again, scoring another 6.
I now replace the damage with 16 (unmodified 13 + 3).
I give Green Scar his first free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 19 (unmodified 16 + 3).
19 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I give Green Scar his second free action to attack.
Before doing this, I roll a d6 to boost damage and get a 6.
I now replace Green Scar's damage with 22 (unmodified 19 + 3).
22 is now his unmodified damage and will remain so until the beginning of flatmatt's next turn.
I roll a 12 for the critical hit and deal 23 damage.

.

Alright, I believe I understand it.
What about a character like SI Hercules?
Hypothetically, could he reach a value of 30 damage plus 4 (objects used) and 1 for a critical, then assuming knockback and such.

Obviously, if he is at a 30 damage value, he won't need to worry about some attacks.....but this is a hypothetical question and if Green Scar can reach 22, I think Herc could reach 30 under the same principal

Maraud
02/02/2010, 01:26
Alright, I believe I understand it.
What about a character like SI Hercules?
Hypothetically, could he reach a value of 30 damage plus 4 (objects used) and 1 for a critical, then assuming knockback and such.

Obviously, if he is at a 30 damage value, he won't need to worry about some attacks.....but this is a hypothetical question and if Green Scar can reach 22, I think Herc could reach 30 under the same principal

just don't start thinking about compel.....

ShadowMark
02/02/2010, 01:30
just don't start thinking about compel.....

I'm more asking to get a better understanding of this particular dial

Wade Wilson
02/02/2010, 01:32
Alright, I believe I understand it.
What about a character like SI Hercules?
Hypothetically, could he reach a value of 30 damage plus 4 (objects used) and 1 for a critical, then assuming knockback and such.

Obviously, if he is at a 30 damage value, he won't need to worry about some attacks.....but this is a hypothetical question and if Green Scar can reach 22, I think Herc could reach 30 under the same principal

rule of three doesn't go under event dials?

and think of Hypertime Superman from Crisis...5 damage plus two heavy objects in additional to the event dial...

Maraud
02/02/2010, 01:38
rule of three doesn't go under event dials?

and think of Hypertime Superman from Crisis...5 damage plus two heavy objects in additional to the event dial...

Yes rule of three does take plave on event dials but read it carefully

A POWER GEM GONE ASTRAY: Before a player gives an action to your "Insane" character, that player rolls a d6. That player can replace any one of that character's combat values with a value equal to it's unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.